First I tried pure AWT, with a class that extended AWTEventListener. That was not bad, but the problem is I had to maintain variables like button1Pressed or keyUpPressed.Then I made a little library : OEM (Open Event Manager) that had a Vector of AWTEventS. It's pretty convenient, cause you can treat the input when you do want. You just have a swap() method to call each time you run through the event list. It's a kind of "double-buffering".

But I see I won't be able to handle LWJGL renderer with this approach. HIAL permits to do that, so I looked at this alternative.. maybe I can do an HIAL-based OEM version..

And I see there's JInput, too, that can handle controllers (joysticks, joypads...).

So really I don't know what is the best..

Sure I don't need controller support but it's always "a nice thing to have" and, who knows, maybe I'll implement it one day for one of my games..

Elias and co have just done some brilliant work on jinput to add an event queue style interface as well as the old way. I've only found 2 bugs so for, and considering that is in the linux force feedback code thats not surprising, I did the original code and I know how much of a pain it is .

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